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EbookBell Team
0.0
0 reviewsISBN 10: 1435454383
ISBN 13: 9781435454385
Author: Jerry Lee Ford Jr
Part 1: Your First Steps in XNA
Chapter 1: Getting Started with XNA
Installing XNA Game Studio 3.1: Let's get set up!
Your First XNA Project: "Hello, Game World!"
Understanding the Basic XNA Template: What all those files mean.
Running Your Game: Seeing your code in action.
Troubleshooting Tips: Don't worry, everyone makes mistakes!
Chapter 2: Drawing on the Screen
The Game Window: Your canvas for creation.
Colors and Backgrounds: Setting the scene.
Drawing Simple Shapes: Squares, circles, and lines.
SpriteBatch: The magic tool for drawing images.
Loading and Displaying Images: Putting pictures in your game.
Chapter 3: Making Things Move!
Understanding Coordinates: X and Y, where are we?
Changing Positions: Making sprites slide around.
Controlling Speed and Direction: Fast, slow, left, or right.
Basic Animation: Making things look alive.
Time and Game Loops: How games update constantly.
Part 2: Building Your First Games
Chapter 4: Game 1: The Bouncing Ball
Setting up the Project: A clean slate.
Drawing the Ball: A simple circle or a cool sprite.
Adding Movement: Making it bounce around the screen.
Collision Detection: What happens when it hits a wall?
Adding Sound Effects: Boing!
Chapter 5: Game 2: Space Invaders (Simplified)
Designing Your Game: Player ship, enemies, bullets.
Player Input: Moving your ship with the keyboard.
Firing Bullets: Making projectiles.
Enemy Movement: Simple patterns for your foes.
Collision: Bullet hits enemy, enemy hits player.
Keeping Score: Who's winning?
Chapter 6: Game 3: Platform Jumper (Basic)
Creating a Player Character: The hero of your game.
Gravity: What goes up must come down.
Jumping Mechanics: How to get over obstacles.
Basic Platforms: Things to stand and jump on.
Collecting Items: Score points by grabbing goodies.
Part 3: Adding Advanced Features
Chapter 7: Sprites and Animation
Sprite Sheets: Packing many images into one.
Animating Characters: Making characters walk, run, and jump.
Frame-Based Animation: Controlling the speed and look.
Advanced Drawing Techniques: Scaling, rotation, and transparency.
Chapter 8: Music and Sound Effects
Loading Audio: Your game's soundtrack.
Playing Music: Background tunes.
Triggering Sound Effects: Explosions, jumps, and more!
Volume Control: Making things loud or soft.
Chapter 9: User Interface and Menus
Drawing Text: Displaying scores, messages, and instructions.
Basic Menus: Start screen, game over screen.
Buttons and User Interaction: Clicking and selecting.
Pause Screens: Giving players a break.
Chapter 10: Saving and Loading Data
High Scores: Keeping track of top players.
Saving Game Progress: Letting players pick up where they left off.
Reading and Writing Files: How computers remember things.
Part 4: Beyond the Basics
Chapter 11: Game Design Principles for Teens
What Makes a Game Fun?
Brainstorming Your Own Game Ideas.
Storytelling in Games: Creating worlds and characters.
Level Design: Making fun and challenging stages.
Playtesting: Getting feedback to make your game better.
Chapter 12: Where to Go Next?
More Advanced XNA: 3D games, shaders, networking.
Other Game Engines: Unity, Unreal Engine, GameMaker.
Sharing Your Games: Showing off your creations!
The Future of Game Development: Your role in it.
Tags: Jerry Lee Ford Jr, XNA, Development